Don't know if anyone has ever even cared about fixing this one, but here it is. When you have, say this in your zone file: M 0 1 2 1 (I think the 4th arg is max #) M 0 1 2 2 If you kill the mob that loaded in room 2, but not in room 1, it will load again, having two of the same mob in room 1 instead of one in each. I prefer not to have this problem, and there are two ways to fix. One, create a new mob for each room, but that sucks and just wastes memory and machine time.. Or, you could do what I'm gonna do very soon., as soon as I get qaround to it. Change the effect of that arg to only limit the max # in a room. Add a new mob stat, that is, the max that can load. For objects, you COULD make a stat that is the max number, but it would only complicate things in the reset_zone function, as you would have to change the O, G, and E functions, and I think they are mostly part of the same three arg function.., along with M, so just mobs need be effected. Now, it would also be much easier to do when you have little or no areas in your mud, as the more, the more you have to change. As for me, I have no full areas, and probably about 10 mobs so far, so all I have to do is figger out the damn code. I'll post the fix when I finish with it. __________________________________________________________________________ * Supreme Implementor The Domain mail.bcpl.lib.md.us 9999 * Demi-God Chaotic Realms chaotic.econ.cbs.dk 4000 Mortal Imperial mandrake.cs.hut.fi 6969 Adam Beytin mbeytin@umd5.umd.edu http://members.tripod.com/~abeytin __________________________________________________________________________ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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